About this image
As part of the update I've reworked the textures and done a couple alternative looks. I still have to decide how I'm going to release them. One possibility is having all 3 variants available ingame, since I have the armor stand, that framework could be used for the swapping. The downside is the filesize would increase, about 50mb per extra variant if I can get away with just changing the diffuse maps, if to get that look ingame I need to adjust the specular map of each variant then it's 150mb per variant (for the 4k version), that for people on Xbox1 could be a concern (On bethesda.net I'm usually uploading an optimal mix of 4k and 2k so it would be less on second thought)
The alternative is downloadable optionals only available on the nexus with the main variant being either white or shiny, the downside being 2 texture variants in 4k/2k in oldrim and sse is a ton of files to upload and a pain to manage, though I could make a single package with a fomod installer so you guys can choose variant and resolution, it would certainly be less painful for me.
If I can get a decent translation from this render to ingame with just different diffuse maps I think I'll go the ingame route so Xbox1 users can also get them.
Anyway, feel free to tell me your thoughts, which variant do you prefer? Which should be the main/default one, white or shiny? would you rather have them all ingame or decide at the time of installation?
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P.S. Keep up the awesome work!
Not having discarded the above, is there something among what I've made that fits the mod? I'm not sure, any ideas?
The model I made for Skullcrusher fits aesthetically and it's not atributted to any deity in particular, so it's possible it got there in some manner. I could retex and include that one in here instead of among the bosmer weapons that probably make more sense on their own.
There's no enemy on this mod, I've thought I could add a necromancer as an antagonist and he could have some artifacts. I made a staff, a warlock ring and the Spelldrinker amulet a while ago. That mod (the ck work only) was lost and it has remained in the limbo since, didn't feel like doing the same thing again, so I'd have to think of something else to do with those models.
Perhaps, if making amulets for the breton gods is too much I could finish the spelldrinker amulet and add it here. Though with the Paladin it fits to wear amulets of the divines even if it's the vanilla ones. Or maybe just the antagonist with the ring and staff.
*I get that often, the are you going to release X kind of question, so not just directed at you. Note "finish" would be more accurate than "release" in my understanding of both words, it's not "made" yet. In a lot of work in progress images I upload it's usually the highpoly model with some basic materials to get an idea, from there to the model ingame there's a few more steps, there's making the optimized lowpoly, which can be more or less time consuming, depends on the specific model and how I made the highpoly; there's UV mapping and texturing it, if it's an armor there's rigging it; getting it ingame... My point being it's not that I'm keeping all this stuff for myself not releasing it, it's that I need time to finish the stuff and I need prioritize things and days are rather short.
all variants look amazing but personally I like the version on the far left the most
Anyway, the update is pretty much ready, doing final testing, probably uploading tomorrow. I've ended up making a new workbench in which you can use the pieces of the main armor (left variant, normal steel) to craft the variants with ebony/moonstone as was suggested, you can also go back to the normal afterwards with dwarven oil and chaurus eggs as some sort of coating removal mixture... A degree of customization is cool imo and the filesize is within reason.
Also oot, are you going to make another armor like this in the future?
Armors take a very significant time so cant really tell.